The Eyes Had it
The Eyes Had it by Pierre
69 cards in Multiverse
18 commons, 14 uncommons, 29 rares, 8 mythics
1 colourless, 11 white, 15 blue, 10 black, 3 red,
8 green, 6 multicolour, 7 artifact, 8 land
26 comments total
Random Thoughts and ideas
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Mechanics | Skeleton |
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if Leyline intersection is in your opening hand, return it to your library and search for a land or spirit card, reveal it and put it in your hand, then shuffle your library.
add mana of any color a land you control can produce.
Syphon 5 (you may tap 5 creatures to transform this card.)
add mana of any color a land you control can produce.
Syphon 5 (you may tap 5 creatures to transform this card.)
add mana of any color combination.
At the end of your turn, if cave of spirits is untapped you may put a 1/1 White spirit token with flying into play.
At the end of your turn, if cave of spirits is untapped you may put a 1/1 White spirit token with flying into play.
, target attacking creature gets +1/+0 until end of turn.
If Persistent attendant is in your graveyard, if a creature enters play under your control you may pay to return persistent attendant to your hand.
If Persistent attendant is in your graveyard, if a creature enters play under your control you may pay to return persistent attendant to your hand.
1/1
Flying
Non Eye creatures you control cannot attack.
Whenever a creature dies, if it had a keyword ability you may pay , and put a 1/1 black eye token into play, then put a keyword token on it for the keyword the creature that had died.
This ability triggers only once each turn.
Non Eye creatures you control cannot attack.
Whenever a creature dies, if it had a keyword ability you may pay , and put a 1/1 black eye token into play, then put a keyword token on it for the keyword the creature that had died.
This ability triggers only once each turn.
2/2
, Tap a spirit you control, put a +1/+1 counter on target creature you control without a counter.
, Tap a spirit you control, target creature gets -2/-2, until end of turn.
Syphon 4 (you may tap 4 creatures to transform this card.)
, Tap a spirit you control, target creature gets -2/-2, until end of turn.
Syphon 4 (you may tap 4 creatures to transform this card.)
When Spirit Bomb enters play put a +1/+1 counter on it for each spirit you control
if Spirt Bomb is put in your graveyard from play, put a 3/3 Artifact Spirit creature with "Spirt creatures get +1/+1" and a 3/3 Artifact Spirit creature with "Non Spirit Creatures get -1/-1".
if Spirt Bomb is put in your graveyard from play, put a 3/3 Artifact Spirit creature with "Spirt creatures get +1/+1" and a 3/3 Artifact Spirit creature with "Non Spirit Creatures get -1/-1".
1/1
Reach
, exile a creature card from your graveyard, put two 1/1 Black spider spirit tokens with reach into play.
, discard a card search your library for a card with Syphon, reveal it and put it in your hand.
, exile a creature card from your graveyard, put two 1/1 Black spider spirit tokens with reach into play.
, discard a card search your library for a card with Syphon, reveal it and put it in your hand.
4/4
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not sure if this should be a rare
I think it should be mentioned what happens to the exiled card when Battle Mage leaves the battlefield.
Thank you for the comments, was a random idea I just quickly put down. I have cleaned up the card a little to see if I can get it a bit more focused.
Did you mean "exile a nonland permanent"? On the other hand your opponent also can just exile a land card and you gain 0 life. Feels like the card doesn't really communicate well what considerations should go into making choices here.
I feel, "reverse hideaway" may have a place, but this card tries to do too many things; there are two or three decent cards designs hidden in this, and they'd all be better off being their own distinct cards.
Enders Eye
Unknown Cave
Since this card was first designed, you can actually use the word mill in rules text now!
It's not Upheaval, but in a blink-deck it's still very nasty.
Well, let's see - what have we now. 6 mana, sorcery speed. Bounces everything other than eye or lands, and mills someone for a lot.
I guess that's the core of what you wanted it to do. It's still good - and simpler to uderstand since it doesn't have that rider. It's a blue-wrath, that also progresses either your "I want a graveyard I can use" or your "Mill them to death" objective. And the set does indeed have a few other eye creatures you can build around.
Which would probably make this not very good in draft, which is amusing - but hardly an unusual position for a mythic.
> There is only two creature with the type eye, Going to see if i can make a set with it
I wanted to point that out somewhere, but it makes the game seem more human, doesn't it? Having exactly two Eyes?